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- using Ryujinx.Common.Logging;
- using Ryujinx.Graphics.Gpu.Shader.Cache.Definition;
- using Ryujinx.Graphics.Shader;
- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- namespace Ryujinx.Graphics.Gpu.Shader
- {
- class CachedGpuAccessor : TextureDescriptorCapableGpuAccessor, IGpuAccessor
- {
- private readonly GpuContext _context;
- private readonly ReadOnlyMemory<byte> _data;
- private readonly GuestGpuAccessorHeader _header;
- private readonly Dictionary<int, GuestTextureDescriptor> _textureDescriptors;
- /// <summary>
- /// Creates a new instance of the cached GPU state accessor for shader translation.
- /// </summary>
- /// <param name="context">GPU context</param>
- /// <param name="data">The data of the shader</param>
- /// <param name="header">The cache of the GPU accessor</param>
- /// <param name="guestTextureDescriptors">The cache of the texture descriptors</param>
- public CachedGpuAccessor(GpuContext context, ReadOnlyMemory<byte> data, GuestGpuAccessorHeader header, Dictionary<int, GuestTextureDescriptor> guestTextureDescriptors)
- {
- _context = context;
- _data = data;
- _header = header;
- _textureDescriptors = new Dictionary<int, GuestTextureDescriptor>();
- foreach (KeyValuePair<int, GuestTextureDescriptor> guestTextureDescriptor in guestTextureDescriptors)
- {
- _textureDescriptors.Add(guestTextureDescriptor.Key, guestTextureDescriptor.Value);
- }
- }
- /// <summary>
- /// Prints a log message.
- /// </summary>
- /// <param name="message">Message to print</param>
- public void Log(string message)
- {
- Logger.Warning?.Print(LogClass.Gpu, $"Shader translator: {message}");
- }
- /// <summary>
- /// Reads data from GPU memory.
- /// </summary>
- /// <typeparam name="T">Type of the data to be read</typeparam>
- /// <param name="address">GPU virtual address of the data</param>
- /// <returns>Data at the memory location</returns>
- public override T MemoryRead<T>(ulong address)
- {
- return MemoryMarshal.Cast<byte, T>(_data.Span.Slice((int)address))[0];
- }
- /// <summary>
- /// Checks if a given memory address is mapped.
- /// </summary>
- /// <param name="address">GPU virtual address to be checked</param>
- /// <returns>True if the address is mapped, false otherwise</returns>
- public bool MemoryMapped(ulong address)
- {
- return address < (ulong)_data.Length;
- }
- /// <summary>
- /// Queries Local Size X for compute shaders.
- /// </summary>
- /// <returns>Local Size X</returns>
- public int QueryComputeLocalSizeX()
- {
- return _header.ComputeLocalSizeX;
- }
- /// <summary>
- /// Queries Local Size Y for compute shaders.
- /// </summary>
- /// <returns>Local Size Y</returns>
- public int QueryComputeLocalSizeY()
- {
- return _header.ComputeLocalSizeY;
- }
- /// <summary>
- /// Queries Local Size Z for compute shaders.
- /// </summary>
- /// <returns>Local Size Z</returns>
- public int QueryComputeLocalSizeZ()
- {
- return _header.ComputeLocalSizeZ;
- }
- /// <summary>
- /// Queries Local Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Local Memory size in bytes</returns>
- public int QueryComputeLocalMemorySize()
- {
- return _header.ComputeLocalMemorySize;
- }
- /// <summary>
- /// Queries Shared Memory size in bytes for compute shaders.
- /// </summary>
- /// <returns>Shared Memory size in bytes</returns>
- public int QueryComputeSharedMemorySize()
- {
- return _header.ComputeSharedMemorySize;
- }
- /// <summary>
- /// Queries current primitive topology for geometry shaders.
- /// </summary>
- /// <returns>Current primitive topology</returns>
- public InputTopology QueryPrimitiveTopology()
- {
- return _header.PrimitiveTopology;
- }
- /// <summary>
- /// Queries host storage buffer alignment required.
- /// </summary>
- /// <returns>Host storage buffer alignment in bytes</returns>
- public int QueryStorageBufferOffsetAlignment() => _context.Capabilities.StorageBufferOffsetAlignment;
- /// <summary>
- /// Queries host support for readable images without a explicit format declaration on the shader.
- /// </summary>
- /// <returns>True if formatted image load is supported, false otherwise</returns>
- public bool QuerySupportsImageLoadFormatted() => _context.Capabilities.SupportsImageLoadFormatted;
- /// <summary>
- /// Queries host GPU non-constant texture offset support.
- /// </summary>
- /// <returns>True if the GPU and driver supports non-constant texture offsets, false otherwise</returns>
- public bool QuerySupportsNonConstantTextureOffset() => _context.Capabilities.SupportsNonConstantTextureOffset;
- /// <summary>
- /// Gets the texture descriptor for a given texture on the pool.
- /// </summary>
- /// <param name="handle">Index of the texture (this is the word offset of the handle in the constant buffer)</param>
- /// <returns>Texture descriptor</returns>
- public override Image.ITextureDescriptor GetTextureDescriptor(int handle)
- {
- if (!_textureDescriptors.TryGetValue(handle, out GuestTextureDescriptor textureDescriptor))
- {
- throw new ArgumentException();
- }
- return textureDescriptor;
- }
- /// <summary>
- /// Queries if host state forces early depth testing.
- /// </summary>
- /// <returns>True if early depth testing is forced</returns>
- public bool QueryEarlyZForce()
- {
- return (_header.StateFlags & GuestGpuStateFlags.EarlyZForce) != 0;
- }
- }
- }
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